Commit 6a181d66 authored by 16도재형's avatar 16도재형

Merge branch 'UI'

# Conflicts:
#	Assets/Prefabs/TetrisMap/TetriminoSpawner.prefab
#	Assets/Scenes/PlayScene.unity
#	Assets/Sprites.meta
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...@@ -2,13 +2,47 @@ ...@@ -2,13 +2,47 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class LifeCrystal : MonoBehaviour { public class LifeCrystal : MonoBehaviour
{
/// <summary>
/// Integer array representation of LifeCrystal shape
/// <para/> First index: width, 0 on the left
/// <para/> Second index: height, o on the bottom
/// </summary>
public LifeCrystalUI.CellType[][] grid;
public int[][] grid;
/// <summary>
/// Initiaization
/// </summary>
void Start ()
{
int cellCount = transform.childCount;
LifeCrystalUI.CellType[][] gridCopy = new LifeCrystalUI.CellType[3][]
{
new LifeCrystalUI.CellType[3],
new LifeCrystalUI.CellType[3],
new LifeCrystalUI.CellType[3]
};
int maxX = 1, maxY = 1;
// Use this for initialization for(int i = 0; i < cellCount; i++)
void Start () { {
Transform cell = transform.GetChild(i);
Vector2Int cellPosition = new Vector2Int(Mathf.RoundToInt(cell.localPosition.x), Mathf.RoundToInt(cell.localPosition.y));
gridCopy[cellPosition.x][cellPosition.y] = LifeCrystalUI.CellType.Life;
if (maxX < cellPosition.x) maxX = cellPosition.x;
if (maxY < cellPosition.y) maxY = cellPosition.y;
}
grid = new LifeCrystalUI.CellType[maxX + 1][];
for (int i = 0; i <= maxX; i++)
{
grid[i] = new LifeCrystalUI.CellType[maxY + 1];
for (int j = 0; j <= maxY; j++)
{
grid[i][j] = gridCopy[i][j];
}
}
} }
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
/// <summary> /// <summary>
/// Healthbar manager /// Healthbar manager
/// </summary> /// </summary>
public class LifeCrystalUI : MonoBehaviour { public class LifeCrystalUI : MonoBehaviour
{
////////////////////////////////////////////////// Private variables
/// <summary>
/// Enum for cell types
/// <para/> [Empty = 0, Life = 1, Gold = 2, Ame = 3]
/// </summary>
public enum CellType{Empty, Life, Gold, Ame };
/// <summary>
/// Image renderers of cells
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
Image[][] cellImg;
/// <summary>
/// Distance between cells
/// </summary>
float gridSize;
/// <summary>
/// Position of bottom left corner (pivot point)
/// </summary>
Vector3 pivotPosition;
/// <summary>
/// Current cell state (enum Color)
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
CellType[][] cell;
////////////////////////////////////////////////// Public variables
/// <summary>
/// Cell sprites
/// </summary>
public Sprite[] cellSprites;
/// <summary>
/// Cell object prefab
/// </summary>
public GameObject cellObj;
/// <summary>
/// Row object prefab
/// </summary>
public GameObject rowObj;
/// <summary>
/// LifeCrystal enabled if isDead == false
/// </summary>
public bool isDead;
/// <summary>
/// Text output, for debugging purpose
/// </summary>
public Text textUI;
////////////////////////////////////////////////// Protected variables
private int lifeCount, goldCount, height;
/// <summary> /// <summary>
/// Current life total /// Current life total
/// </summary> /// </summary>
int lifeCount int LifeCount
{ {
get { return lifeCount; } get { return lifeCount; }
set { } set { }
} }
/// <summary>
int goldCount /// Current gold total
/// </summary>
int GoldCount
{ {
get { return goldCount; } get { return goldCount; }
set { } set { }
} }
/// <summary>
void Start () /// Current height of LifeCrystalUI
{ /// </summary>
int Height
}
void Update ()
{ {
get { return height; }
set { }
} }
////////////////////////////////////////////////// Public functions
/// <summary> /// <summary>
/// Take given amount of damage /// Take given amount of damage
/// </summary> /// </summary>
/// <param name="dmg">Amount of damage to take</param> /// <param name="dmg">Amount of damage to take</param>
public void TakeDamege(int dmg) public void TakeDamege(int dmg)
{ {
if (isDead) return;
for (int y = height - 1; y >= 0; y--)
{
for (int x = 2; x >= 0; x--)
{
if (dmg > 0 && lifeCount > 0 && cell[x][y] != CellType.Empty)
{
if (cell[x][y] == CellType.Gold)
goldCount--;
updateCell(x, y, CellType.Empty);
dmg--;
lifeCount--;
}
}
if (dmg == 0)
break;
}
if (lifeCount <= 0)
{
lifeCount = 0;
GameOver();
}
} }
/// <summary> /// <summary>
/// Gain given amount of gold /// Gain given amount of gold
/// </summary> /// </summary>
/// <param name="gold">Amount of gold to gain</param> /// <param name="gold">Amount of gold to gain</param>
public void GainGold(int gold) public void GainGold(int gold)
{ {
if (isDead) return;
int redLife = lifeCount - goldCount;
if (gold > redLife)
gold = redLife;
goldCount += gold;
int[] mixer = new int[redLife];
for (int i = 0; i < gold; i++)
mixer[i] = 1;
for (int i = gold; i < redLife; i++)
mixer[i] = 0;
for (int i = 0; i < redLife - 1; i++)
{
int rand = Random.Range(i, redLife);
int temp = mixer[i];
mixer[i] = mixer[rand];
mixer[rand] = temp;
} }
int redLifeIndex = 0;
for (int y = 0; y < height; y++)
for (int x = 0; x < 3; x++)
{
if (cell[x][y] == CellType.Life)
{
if (mixer[redLifeIndex] == 1)
updateCell(x, y, CellType.Gold);
redLifeIndex++;
}
}
}
/// <summary>
/// Testing purpose only
/// </summary>
public void GainSampleLifeCrystal(LifeCrystal frag)
{
GainLifeCrystal(frag);
}
/// <summary>
/// Testing purpose only
/// </summary>
public void Use3Gold()
{
UseGold(3);
}
/// <summary> /// <summary>
/// Gain a LifeCrystal /// Gain a LifeCrystal
/// </summary> /// </summary>
...@@ -61,17 +171,188 @@ public class LifeCrystalUI : MonoBehaviour { ...@@ -61,17 +171,188 @@ public class LifeCrystalUI : MonoBehaviour {
/// <returns>returns false if no cell taken, true otherwise</returns> /// <returns>returns false if no cell taken, true otherwise</returns>
public bool GainLifeCrystal(LifeCrystal frag) public bool GainLifeCrystal(LifeCrystal frag)
{ {
return false; if (isDead) return false;
}
Vector2Int dropxy = dropSimulation(frag.grid);
if (dropxy.y == 0) return false;
StartCoroutine(DropBlock(frag, dropxy));
return true;
}
/// <summary> /// <summary>
/// Use given amount of gold /// Use given amount of gold
/// </summary> /// </summary>
/// <param name="gold">Amount of gold to use</param> /// <param name="gold">Amount of gold to use</param>
/// <returns>Returns false when money not enough, true otherwise</returns> /// <returns>Returns false when money not used, true when used</returns>
public bool UseGold(int gold) public bool UseGold(int gold)
{ {
if (isDead) return false;
if (goldCount < gold)
return false; return false;
goldCount -= gold;
for (int y = height - 1; y >= 0; y--)
for (int x = 2; x >= 0; x--)
if (cell[x][y] == CellType.Gold && gold > 0)
{
updateCell(x, y, CellType.Life);
gold--;
}
return true;
}
////////////////////////////////////////////////// Basic functions
/// <summary>
/// Initialization
/// </summary>
void Start ()
{
/// Initializing variables
gridSize = transform.Find("Frame").Find("Row1").localPosition.y - transform.Find("Frame").Find("Row0").localPosition.y;
pivotPosition = transform.Find("Frame").Find("Row0").localPosition;
pivotPosition.z = 0;
isDead = false;
height = 8;
lifeCount = 24;
goldCount = 0;
cell = new CellType[3][] { new CellType[height], new CellType[height], new CellType[height] };
for (int y = 0; y < height; y++)
for (int x = 0; x < 3; x++)
cell[x][y] = CellType.Life;
cellImg = new Image[3][] { new Image[height], new Image[height], new Image[height] };
for (int i = 0; i < 3 * height; i++)
cellImg[i % 3][i / 3] = transform.Find("Cells").Find("LC" + (i + 1).ToString("00")).GetComponent<Image>();
}
/// <summary>
/// Runs each frame
/// </summary>
void FixedUpdate ()
{
textUI.text = "Life: " + lifeCount + ", Gold: " + goldCount;
}
////////////////////////////////////////////////// Hidden functions
/// <summary>
/// Updates image of a cell; When empty, disable it
/// </summary>
/// <param name="x">X position of the cell to update: 0~2 (0 on the left)</param>
/// <param name="y">Y position of the cell to update: 0~(height-1) (0 on the bottom)</param>
/// <param name="value"></param>
void updateCell(int x, int y, CellType value)
{
cell[x][y] = value;
cellImg[x][y].sprite = cellSprites[(int)value];
cellImg[x][y].transform.localPosition = pivotPosition + gridSize * new Vector3(x, y, 0);
cellImg[x][y].enabled = value == CellType.Empty ? false : true;
}
/// <summary>
/// Runs when life goes below zero
/// </summary>
void GameOver()
{
isDead = true;
}
/// <summary>
/// Simulates a block drop and find where to drop it
/// </summary>
/// <param name="grid">Shape of the dropping block
/// <para/> grid[X][Y]
/// <para/> X: 0~2 (0 on the bottom)
/// <para/> Y: 0~(height-1) (0 on the left)</param>
/// <returns>Vector2(drop position(0~2), drop depth(0~height))</returns>
Vector2Int dropSimulation(CellType[][] grid)
{
int bWidth = grid.Length;
int bHeight = grid[0].Length;
if (bWidth >= 4 || bWidth <= 0)
return Vector2Int.zero;
///////////////////////////////calculates texture
int[] emptyTexture = new int[3];
int[] blockTexture = new int[bWidth];
for (int x = 0; x < bWidth; x++)
{
int depth = 0;
for (depth = 0; depth < bHeight; depth++)
if (grid[x][depth] != CellType.Empty)
break;
if (depth >= height)
depth = 0;
blockTexture[x] = depth;
}
for (int x = 0; x <= 2; x++)
{
int depth = 0;
for (int y = height - 1; y >= 0; y--)
{
if (cell[x][y] == 0)
depth++;
else
break;
}
emptyTexture[x] = depth;
}
///////////////////////////////calculates possible drops
int[] dropDepth = new int[4 - bWidth];
for (int x = 0; x < 4 - bWidth; x++)
{
int maxDepth = emptyTexture[x] + blockTexture[0];
for (int bx = 1; bx < bWidth; bx++)
{
if (maxDepth > emptyTexture[x + bx] + blockTexture[bx])
maxDepth = emptyTexture[x + bx] + blockTexture[bx];
}
dropDepth[x] = maxDepth;
}
int realPosition = 0, realDepth = dropDepth[0];
for (int x = 1; x < 4 - bWidth; x++)
if (realDepth < dropDepth[x])
{
realPosition = x;
realDepth = dropDepth[x];
} }
return new Vector2Int(realPosition, realDepth);
}
/// <summary>
/// Coroutine for dropping LifeCrystal fragment; Animation purpose
/// </summary>
/// <param name="frag">LifeCrystal script object</param>
/// <param name="dropxy">Drop info: Vector2Int(drop position, drop depth)</param>
/// <returns>Null</returns>
IEnumerator DropBlock(LifeCrystal frag, Vector2Int dropxy)
{
int bWidth = frag.grid.Length;
int bHeight = frag.grid[0].Length;
List<Vector2Int> droppingCells = new List<Vector2Int>(0);
for (int y = 0; y < bHeight && height - dropxy.y + y <= height - 1; y++)
for (int x = 0; x < bWidth; x++)
{
if (frag.grid[x][y] != CellType.Empty)
{
updateCell(dropxy.x + x, height - dropxy.y + y, frag.grid[x][y]);
droppingCells.Add(new Vector2Int(dropxy.x + x, height - dropxy.y + y));
lifeCount++;
}
}
foreach (Vector2Int block in droppingCells)
{
cellImg[block.x][block.y].transform.localPosition = pivotPosition + gridSize * new Vector3(block.x, block.y + dropxy.y, 0);
}
yield return new WaitForSeconds(0.05f);
for (int i = 2 * dropxy.y; i > 0; i--)
{
foreach (Vector2Int block in droppingCells)
{
cellImg[block.x][block.y].transform.position -= gridSize * new Vector3(0, 0.5f, 0);
}
yield return new WaitForSeconds(0.01f);
}
yield return null;
}
} }
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...@@ -44,3 +44,6 @@ TagManager: ...@@ -44,3 +44,6 @@ TagManager:
- name: Default - name: Default
uniqueID: 0 uniqueID: 0
locked: 0 locked: 0
- name: UI
uniqueID: 4254909397
locked: 0
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